particles afectors upgrade and timer rework
This commit is contained in:
parent
a4eed64709
commit
eed6fab4b1
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@ -1,16 +1,21 @@
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ParticleSystem
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AttractionAffector
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delay: 0
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duration: 12
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destination: 200 200
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acceleration: 64
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velocity-reduction-percent: 0
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Emitter
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position: 200 264
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duration: 12
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burstRate: 2
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duration: 2
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burstRate: 0.2
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burstCount: 1
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delay: 0.5
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particle-duration: 9999
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delay: 0
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particle-ignore-physics-after: 999
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particle-duration: 12
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particle-position-radius: 0
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particle-velocity: 32
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particle-velocity-angle: 0
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@ -21,9 +26,12 @@ ParticleSystem
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Emitter
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position: 200 200
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burstRate: 9999999999
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burstRate: 13
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burstCount: 1
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particle-duration: 9999999
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duration: 12
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particle-duration: 12
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particle-position-radius: 0
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particle-velocity: 0
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particle-velocity-angle: 0
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@ -24,7 +24,7 @@
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#include "graphics.h"
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#include <framework/core/clock.h>
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Particle::Particle(const Point& pos, const Size& size, const PointF& velocity, const PointF& acceleration, float duration, const Color& color, TexturePtr texture)
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Particle::Particle(const Point& pos, const Size& size, const PointF& velocity, const PointF& acceleration, float duration, float ignorePhysicsAfter, const Color& color, TexturePtr texture)
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{
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m_rect = Rect(pos, size);
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m_position = PointF(pos.x, pos.y);
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@ -34,8 +34,8 @@ Particle::Particle(const Point& pos, const Size& size, const PointF& velocity, c
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m_color = color;
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m_texture = texture;
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m_duration = duration;
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m_startTime = g_clock.time();
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m_lastUpdateTime = g_clock.time();
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m_ignorePhysicsAfter = ignorePhysicsAfter;
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m_elapsedTime = 0;
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m_finished = false;
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}
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@ -52,17 +52,17 @@ void Particle::render()
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}
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}
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void Particle::update()
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void Particle::update(double elapsedTime)
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{
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float elapsedTime = g_clock.timeElapsed(m_lastUpdateTime);
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m_lastUpdateTime = g_clock.time();
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// check if finished
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if(m_duration > 0 && g_clock.timeElapsed(m_startTime) >= m_duration) {
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if(m_duration > 0 && m_elapsedTime >= m_duration) {
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m_finished = true;
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return;
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}
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m_elapsedTime += elapsedTime;
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if(m_ignorePhysicsAfter < 0 || m_elapsedTime < m_ignorePhysicsAfter ) {
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// update position
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PointF delta = m_velocity * elapsedTime;
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delta.y *= -1; // painter orientate Y axis in the inverse direction
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@ -73,3 +73,4 @@ void Particle::update()
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m_rect.moveTo((int)m_position.x - m_size.width() / 2, (int)m_position.y - m_size.height() / 2);
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}
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}
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@ -28,10 +28,10 @@
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class Particle {
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public:
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Particle(const Point& pos, const Size& size, const PointF& velocity, const PointF& acceleration, float duration, const Color& color = Fw::white, TexturePtr texture = nullptr);
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Particle(const Point& pos, const Size& size, const PointF& velocity, const PointF& acceleration, float duration, float ignorePhysicsAfter, const Color& color = Fw::white, TexturePtr texture = nullptr);
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void render();
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void update();
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void update(double elapsedTime);
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bool hasFinished() { return m_finished; }
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@ -49,9 +49,8 @@ private:
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PointF m_acceleration;
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Size m_size;
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Rect m_rect;
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float m_duration;
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double m_startTime;
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double m_lastUpdateTime;
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float m_duration, m_ignorePhysicsAfter;
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double m_elapsedTime;
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bool m_finished;
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};
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@ -26,8 +26,64 @@
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#define DEG_TO_RAD (acos(-1)/180.0)
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ParticleAffector::ParticleAffector()
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{
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m_active = false;
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m_finished = false;
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m_delay = 0;
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m_duration = 0;
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m_elapsedTime = 0;
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}
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void ParticleAffector::update(double elapsedTime)
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{
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if(m_duration > 0 && m_elapsedTime >= m_duration + m_delay) {
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m_finished = true;
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return;
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}
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if(!m_active && m_elapsedTime > m_delay)
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m_active = true;
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m_elapsedTime += elapsedTime;
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}
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bool ParticleAffector::load(const OTMLNodePtr& node)
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{
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float minDelay = 0, maxDelay = 0;
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float minDuration = -1, maxDuration = -1;
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for(const OTMLNodePtr& childNode : node->children()) {
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if(childNode->tag() == "delay") {
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minDelay = childNode->value<float>();
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maxDelay = childNode->value<float>();
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}
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else if(childNode->tag() == "min-delay")
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minDelay = childNode->value<float>();
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else if(childNode->tag() == "max-delay")
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maxDelay = childNode->value<float>();
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if(childNode->tag() == "duration") {
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minDuration = childNode->value<float>();
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maxDuration = childNode->value<float>();
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}
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else if(childNode->tag() == "min-duration")
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minDuration = childNode->value<float>();
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else if(childNode->tag() == "max-duration")
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maxDuration = childNode->value<float>();
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}
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m_delay = Fw::randomRange(minDelay, maxDelay);
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m_duration = Fw::randomRange(minDuration, maxDuration);
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return true;
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}
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bool GravityAffector::load(const OTMLNodePtr& node)
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{
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if(!ParticleAffector::load(node))
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return false;
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m_angle = 270 * DEG_TO_RAD;
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m_gravity = 9.8;
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@ -40,8 +96,11 @@ bool GravityAffector::load(const OTMLNodePtr& node)
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return true;
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}
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void GravityAffector::update(const ParticlePtr& particle, double elapsedTime)
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void GravityAffector::updateParticle(const ParticlePtr& particle, double elapsedTime)
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{
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if(!m_active)
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return;
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PointF velocity = particle->getVelocity();
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velocity += PointF(m_gravity * elapsedTime * cos(m_angle), m_gravity * elapsedTime * sin(m_angle));
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particle->setVelocity(velocity);
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@ -49,6 +108,9 @@ void GravityAffector::update(const ParticlePtr& particle, double elapsedTime)
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bool AttractionAffector::load(const OTMLNodePtr& node)
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{
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if(!ParticleAffector::load(node))
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return false;
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m_acceleration = 32;
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for(const OTMLNodePtr& childNode : node->children()) {
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@ -62,17 +124,16 @@ bool AttractionAffector::load(const OTMLNodePtr& node)
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return true;
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}
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void AttractionAffector::update(const ParticlePtr& particle, double elapsedTime)
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void AttractionAffector::updateParticle(const ParticlePtr& particle, double elapsedTime)
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{
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// must change velocity angle, keeping modulus.
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if(!m_active)
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return;
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PointF pPosition = particle->getPosition();
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PointF d = PointF(m_destination.x - pPosition.x, pPosition.y - m_destination.y);
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if(d.length() == 0)
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return;
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PointF pVelocity = particle->getVelocity() + (d / d.length() * m_acceleration * elapsedTime);
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particle->setVelocity(pVelocity - pVelocity * m_reduction/100.0 * elapsedTime);
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}
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@ -28,14 +28,25 @@
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class ParticleAffector {
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public:
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virtual bool load(const OTMLNodePtr&) { return true; }
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virtual void update(const ParticlePtr&, double) {}
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ParticleAffector();
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virtual ~ParticleAffector() { dump << "ParticleAffector deleted"; }
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void update(double elapsedTime);
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virtual bool load(const OTMLNodePtr& node);
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virtual void updateParticle(const ParticlePtr&, double) {}
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bool hasFinished() { return m_finished; }
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protected:
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bool m_finished, m_active;
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float m_delay, m_duration;
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double m_elapsedTime;
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};
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class GravityAffector : public ParticleAffector {
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public:
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bool load(const OTMLNodePtr& node);
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void update(const ParticlePtr& particle, double elapsedTime);
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void updateParticle(const ParticlePtr& particle, double elapsedTime);
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private:
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float m_angle, m_gravity;
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class AttractionAffector : public ParticleAffector {
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public:
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bool load(const OTMLNodePtr& node);
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void update(const ParticlePtr& particle, double elapsedTime);
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void updateParticle(const ParticlePtr& particle, double elapsedTime);
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private:
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Point m_destination;
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@ -38,7 +38,7 @@ ParticleEmitter::ParticleEmitter(const ParticleSystemPtr& parent)
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m_delay = 0;
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m_burstRate = 1; m_burstCount = 32;
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m_currentBurst = 0;
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m_startTime = g_clock.time();
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m_elapsedTime = 0;
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m_finished = false;
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// particles default configuration. (make them reasonable for user detect missing properties on scripts)
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@ -50,6 +50,7 @@ ParticleEmitter::ParticleEmitter(const ParticleSystemPtr& parent)
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m_pMaxSize = Size(32, 32);
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m_pMinDuration = 0;
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m_pMaxDuration = 10;
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m_pIgnorePhysicsAfter = -1;
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m_pMinVelocity = 32;
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m_pMaxVelocity = 64;
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m_pMinVelocityAngle = 0;
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@ -139,6 +140,8 @@ bool ParticleEmitter::load(const OTMLNodePtr& node)
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m_pMinDuration = childNode->value<float>();
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else if(childNode->tag() == "particle-max-duration")
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m_pMaxDuration = childNode->value<float>();
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else if(childNode->tag() == "particle-ignore-physics-after")
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m_pIgnorePhysicsAfter = childNode->value<float>();
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// visual
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else if(childNode->tag() == "particle-size") {
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@ -157,24 +160,20 @@ bool ParticleEmitter::load(const OTMLNodePtr& node)
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return true;
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}
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void ParticleEmitter::update()
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void ParticleEmitter::update(double elapsedTime)
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{
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float elapsedTime = g_clock.timeElapsed(m_startTime);
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// only start updating after delay
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if(elapsedTime < m_delay)
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return;
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// setup a new start time
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elapsedTime -= m_delay;
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// check if finished
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if(m_duration > 0 && elapsedTime > m_duration) {
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if(m_duration > 0 && m_elapsedTime >= m_duration + m_delay) {
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m_finished = true;
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return;
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}
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int currentBurst = (elapsedTime / m_burstRate) + 1;
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m_elapsedTime += elapsedTime;
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if(m_elapsedTime - elapsedTime < m_delay)
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return;
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int currentBurst = std::floor((m_elapsedTime - m_delay) / m_burstRate) + 1;
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for(int b = m_currentBurst; b < currentBurst; ++b) {
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// every burst created at same position.
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@ -199,7 +198,7 @@ void ParticleEmitter::update()
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PointF pAcceleration(pAccelerationAbs * cos(pAccelerationAngle), pAccelerationAbs * sin(pAccelerationAngle));
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ParticleSystemPtr particleSystem = m_parent.lock();
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particleSystem->addParticle(ParticlePtr(new Particle(pPosition, pSize, pVelocity, pAcceleration, pDuration, m_pColor, m_pTexture)));
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particleSystem->addParticle(ParticlePtr(new Particle(pPosition, pSize, pVelocity, pAcceleration, pDuration, m_pIgnorePhysicsAfter, m_pColor, m_pTexture)));
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}
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}
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@ -36,7 +36,7 @@ public:
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bool load(const OTMLNodePtr& node);
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void update();
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void update(double elapsedTime);
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bool hasFinished() { return m_finished; }
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@ -46,7 +46,7 @@ private:
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// self related
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Point m_position;
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float m_duration, m_delay;
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double m_startTime;
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double m_elapsedTime;
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bool m_finished;
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float m_burstRate;
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int m_currentBurst, m_burstCount;
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@ -67,7 +67,7 @@ private:
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float m_pMinAccelerationAngle, m_pMaxAccelerationAngle;
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// particles duration
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float m_pMinDuration, m_pMaxDuration;
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float m_pMinDuration, m_pMaxDuration, m_pIgnorePhysicsAfter;
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// visual ralated
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Color m_pColor;
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@ -68,8 +68,7 @@ void ParticleSystem::render()
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void ParticleSystem::update()
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{
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float elapsedTime = g_clock.timeElapsed(m_lastUpdateTime);
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m_lastUpdateTime = g_clock.time();
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static const double delay = 0.0166; // 60 updates/s
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// check if finished
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if(m_particles.empty() && m_emitters.empty()) {
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@ -77,6 +76,14 @@ void ParticleSystem::update()
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return;
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}
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// check time
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double elapsedTime = g_clock.timeElapsed(m_lastUpdateTime);
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if(elapsedTime < delay)
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return;
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m_lastUpdateTime = g_clock.time() - std::fmod(elapsedTime, delay);
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for(int i = 0; i < elapsedTime / delay; ++i) {
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// update emitters
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for(auto it = m_emitters.begin(), end = m_emitters.end(); it != end;) {
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const ParticleEmitterPtr& emitter = *it;
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it = m_emitters.erase(it);
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continue;
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}
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emitter->update();
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emitter->update(delay);
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++it;
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}
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// update affectors
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for(auto it = m_affectors.begin(), end = m_affectors.end(); it != end;) {
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const ParticleAffectorPtr& affector = *it;
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if(affector->hasFinished()) {
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it = m_affectors.erase(it);
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continue;
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}
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affector->update(delay);
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++it;
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}
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// pass particles through affectors
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for(const ParticleAffectorPtr& particleAffector : m_affectors)
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particleAffector->update(particle, elapsedTime);
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particleAffector->updateParticle(particle, delay);
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particle->update();
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particle->update(delay);
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++it;
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}
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}
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}
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